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[0.9.0] SSN Seawolf MK1

Posted: Thu Apr 13, 2017 7:28 pm
by Lolman345
The Sea Wolf has been Re-made for 9.0, steam workshop link here! - https://steamcommunity.com/sharedfiles/ ... 1762981310



Barotrauma legeacy version
Spoiler
So after about a year I finally chose to not be lazy and overhaul most of the wiring and re-work the reactor outputs so people should have a harder time blowing up the junction boxes.
Most of the wiring changes are simply moving around the existing wiring as there are over 300 ish connections between everything present on the ship, and it would be quicker to just make a new sub rather than rip it all out and re-do it.
I have also fixed (to the best of my limited experience, the gaps between the hulls, so flooding should work properly now.) I also added additional armor and exterior lights to parts of the ships that I deemed weak.
I have also set the reactors to automatically start and produce enough power to allow the captain to blow the ballast as this vessel will start to sink unless the captain does so. It is imperative that the captain either manually sets the vessel to rise, or toggles the maintain position function on the autopilot, this is due to the sheer weight of the vessel.
So I now present you the MK2

This is a very early wip of this massive submarine that I have created. It's goal is to be absurdly durable and survivable. I also used this as a test bed for a twin linked reactor concept which is extremely delicate, but very efficient and easy to keep running. The vessel is compartmentalized with a heavy exterior hull made almost entirely out of heavy armor, with the weakest points on this vessel being the windows on the bridge. For its size and massive volume it actually is quite nimble in part to its massive ballast tanks and 4 main engines. Be warned though this vessel is so wide it takes a very skilled captain to not scrape your nose or aft on everything on the way down, its size is a curse and a gift. The armor and its size allows you to simply plow through smaller mobs without even noticing that you hit them, its so large you wont even move while on the bridge if you crash dive into a rock at 30km/s (let alone you most likely wont even damage the ballast either). On a flat rock face it can take a 42km/s impact with its buffer rods before taking ballast damage and throwing the crew about. (also bear in mind yes I know the wiring is absolutely terrible looking and I plan on tidying it up once I finish tweaking the inventories of all the objects on the vessel). She works well and will carry you and your crew far if you are gentle with her, her core is fragile but her hull is nearly impervious. I also do not take any credit for the mini sub perched on the docking clamp It currently is a placeholder till I can make another larger one to fit in its place, it does still work though. Please report any bugs that you come across as this is my first sub and I expect it to have a few.
Image
Image
This is the community fixed release, so please give credit to Rico for the fixes.
Also anyone can now freely edit and upgrade the sub for their own use and BTE as long as the original design is credited.
Seawolf Mk2I (Edited by Rico): https://cdn.discordapp.com/attachments/ ... f_Mk2I.sub

The download for the third release is here http://www.mediafire.com/file/f8h4oifv4 ... f_Mk2I.sub

Re: [0.7.0.1][WIP] SSN Seawolf

Posted: Mon Jan 29, 2018 7:36 pm
by Lolman345
Update Bump
Changelog 1/29/18 :
Totally Re-built the hull and gap system
Cleaned up all the wiring
Set both reactors to start with a 3000 temp startup max
Added some labels with important info for both the reactor crew and captain
Tweaked ballast to allow the autopilot to function better
3/26/18
Fixed a few hull parts that needed gaps
Added new items to cabinets

Re: [0.7.0.1][WIP] SSN Seawolf

Posted: Sat Feb 10, 2018 8:21 pm
by LandonGam3r
Hello Lolman345!

I was kinda confused when I noticed this sub popping up in the list :P
Indeed remembered you put this at the forums half a year ago, now it looks way better! I have tested it fully and haven't stumbled into problems yet.

Added to BT Public for testing performance (due it's size). If any problems found, I will let you know!

Re: [0.7.0.1][WIP] SSN Seawolf

Posted: Sun Mar 25, 2018 11:30 pm
by LandonGam3r
Hey Lolman345,

Would like to share an image with you:
Image
Thanks to 'Catmanpop' who found this problem, most likely a missing hull or gap. Besides that, the submarine seems to work fine :)

Re: [0.7.0.1][WIP] SSN Seawolf

Posted: Mon Mar 26, 2018 9:48 pm
by Lolman345
LandonGam3r wrote:Hey Lolman345,

Would like to share an image with you:
Image
Thanks to 'Catmanpop' who found this problem, most likely a missing hull or gap. Besides that, the submarine seems to work fine :)
I added a gap in the hull there, and I have also added in some new items to the cabinets that were added with the 8.X update (and some stuff I deemed necessary to help with standard operations). The mediafire link now has a new download for the MK2I update. Hopefully it should have no more bugs for the time being.

Re: [0.8.X][WIP] SSN Seawolf

Posted: Mon Apr 02, 2018 7:17 pm
by LandonGam3r
Thank you for updating your sub! I will bring the latest version online on next reboot.

Unfortunetaly, I came across a message in the Discord, regarding your submarine. I have listed the points given in the message for a better overview:
  • All the diving suits on it are in the shuttle, meaning no suits if anyone presses that undock button.
  • Shuttle is broken unless o2 on it is unwired, then 4 relays fixed.
  • The ballast isn't sectioned off, so the entire ballast floods if any section is broken.
  • The ballast is overpowered, so the junctions catch fire from short use (3kW spikes, often turning off 2/3rds of them.)
  • The reactors are default on, with a heavily overballast sub, causes immediate plummeting on spawn (NBL 0.28.) Nitro blows on spawn.
  • No doors are secured or labelled, so people accidentally wind up in medical, security, and command, getting bashed, shot, and poisoned, otherwise they get uninterrupted access to incendium grenades, detonators, stun batons, and morbusine.
  • The reactors are wired directly into half of the key systems (sonar, status, oxy, fab), so they never work unless rewired.
  • One oxygen generator is unwired and unlinked. One oxygen generator is wired and unlinked.
  • Missing gap on far right at loader, making it undrainable.
  • The safety doors in command do nothing.
  • All of the railguns are 360 degree guns, allowing self-shooting on all sides.
Above listed points aren't necessarily game-breaking, although they can certainly prohibit a round in specific situations, or make it more easy for griefers to achieve something. If you need any help solving above, let me know.

Re: [0.8.X][WIP] SSN Seawolf

Posted: Wed Apr 11, 2018 7:52 pm
by Lolman345
LandonGam3r wrote:Thank you for updating your sub! I will bring the latest version online on next reboot.

Unfortunetaly, I came across a message in the Discord, regarding your submarine. I have listed the points given in the message for a better overview:
  • All the diving suits on it are in the shuttle, meaning no suits if anyone presses that undock button.
  • Shuttle is broken unless o2 on it is unwired, then 4 relays fixed.
  • The ballast isn't sectioned off, so the entire ballast floods if any section is broken.
  • The ballast is overpowered, so the junctions catch fire from short use (3kW spikes, often turning off 2/3rds of them.)
  • The reactors are default on, with a heavily overballast sub, causes immediate plummeting on spawn (NBL 0.28.) Nitro blows on spawn.
  • No doors are secured or labelled, so people accidentally wind up in medical, security, and command, getting bashed, shot, and poisoned, otherwise they get uninterrupted access to incendium grenades, detonators, stun batons, and morbusine.
  • The reactors are wired directly into half of the key systems (sonar, status, oxy, fab), so they never work unless rewired.
  • One oxygen generator is unwired and unlinked. One oxygen generator is wired and unlinked.
  • Missing gap on far right at loader, making it undrainable.
  • The safety doors in command do nothing.
  • All of the railguns are 360 degree guns, allowing self-shooting on all sides.
Above listed points aren't necessarily game-breaking, although they can certainly prohibit a round in specific situations, or make it more easy for griefers to achieve something. If you need any help solving above, let me know.
All of these problems were fixed to my knowledge in the latest release, also the micro sub is a stock sub that is independent from the main vessel connections wise, so if it does not work It is unknown to me why it is non functional. If the current release does have the issues stated above, I can only attribute this to it being a earlier version of said vessel as I took into account each of these issues while play testing this for the latest version, along with that these issues look a lot like the ones my mk1 version had, and that means I possibly put the wrong sub up for download.

Re: [0.8.X][WIP] SSN Seawolf

Posted: Thu Apr 12, 2018 10:53 am
by LandonGam3r
That's great! I already noticed the diving suits, those are important too. For the rest, not all particularly necessary. What you could do for the shuttle is replacing it with a newer version. The existing pelanoir is indeed not working due to relay bugs the current game version has.

Re: [0.8.X][WIP] SSN Seawolf

Posted: Mon Sep 17, 2018 10:05 pm
by LandonGam3r
Hi Lolman345,

At the moment a temporary version of the Seawolf has replaced your version at our servers (BT Public #1 and #2). Several bugs have been found:

Adjustments
  • Deleted one of two reactors.
  • Changed hull stucture of ballast, making it more intuitive while piloting.
  • Added platforms and ducts in holes in floor.
  • Set every battery to 100%.
  • Added lights outside.
  • Signs added.
Bugs
  • Wired stations to junction boxes and not to reactor.
  • Changed reactor properties so it won't catch fire.
  • Balanced a little default ballast setting in nav console.
  • Fixed broken hatch. (Causing players to die when passing through)
  • Deleted unnecessary hull. Hull tweaked.
  • Railguns can no longer rotate 360 degrees.
Seawolf Mk2I (Edited by Rico): https://cdn.discordapp.com/attachments/ ... f_Mk2I.sub

Sorry to bother you again with bugs and stuff, I want to be sure however you are informed with changes regarding your sub. :P
If you need more information, let me know!

Re: [0.8.X][WIP] SSN Seawolf

Posted: Sat Jan 05, 2019 10:57 pm
by Lolman345
LandonGam3r wrote:
Mon Sep 17, 2018 10:05 pm
Hi Lolman345,

At the moment a temporary version of the Seawolf has replaced your version at our servers (BT Public #1 and #2). Several bugs have been found:

Adjustments
  • Deleted one of two reactors.
  • Changed hull stucture of ballast, making it more intuitive while piloting.
  • Added platforms and ducts in holes in floor.
  • Set every battery to 100%.
  • Added lights outside.
  • Signs added.
Bugs
  • Wired stations to junction boxes and not to reactor.
  • Changed reactor properties so it won't catch fire.
  • Balanced a little default ballast setting in nav console.
  • Fixed broken hatch. (Causing players to die when passing through)
  • Deleted unnecessary hull. Hull tweaked.
  • Railguns can no longer rotate 360 degrees.
Seawolf Mk2I (Edited by Rico): https://cdn.discordapp.com/attachments/ ... f_Mk2I.sub

Sorry to bother you again with bugs and stuff, I want to be sure however you are informed with changes regarding your sub. :P
If you need more information, let me know!
I'm totally fine with you guys improving the sub. As I said before I'm not really good at this, so if people want to improve upon this design or even make a BTE version, go right ahead, I only request that you credit me for the original design.